Multi-user computer-controlled input system and a method of compressing and processing multiple input data

ABSTRACT

System and method for running a software application, such as a video game for many users. One embodiment of the invention includes a multi-user computer-controlled video gaming system, comprising: at least one display device for displaying video game motion pictures to an audience of at least two users; a plurality of user input devices, at least one for each user, providing user input data to the computer-controlled video gaming system; a processing unit receiving and processing the user input data from the plurality of input devices to generate control input data for a conjointly control of at least one object being displayed in the video game motion pictures; and at least one computing device executing a game software application controlled by said control input data for providing output to the display device to display the video game motion pictures with said at least one conjointly controlled object.

FIELD OF THE INVENTION

The present invention relates to a multi-user computer-controlled videogaming system and to a method of preparing input data for running gamesand similar applications on this system. In particular the presentinvention relates to a system and a method for preparing input data forproviding a multi-user controlled video game to an audience of aplurality of users at a theater, a cinema or at any other location ofpresentation.

BACKGROUND OF INVENTION

Multi-user computer-controlled video gaming systems are well-known to beprovided by Personal Computers or game consoles. These systems mainlyinclude a computing device, i.e. the PC or console, a display devicesuch as a monitor or TV screen, and two or more user input devices suchas gamepads, joysticks etc. These systems are limited to a lower numberof users and thus cannot be used to provide games and entertainment to alarger group or audience having e.g. 50, 100 or even more users(players).

In order to extend the number of players new systems have been developedfor so-called theater gaming which is a modern technology in the fieldof computer-based games. These systems comprise cinema equipment, aserver and gamepads so that a large group of players, i.e. the theateraudience, can jointly play computer games. Such a system is disclosed inU.S. Pat. No. 6,257,982 B1 which describes a large screen, interactive,computer-controlled motion picture theater video gaming system. Thesystem comprises display devices (video projector with a large screen),a computing device (computer) for outputting video data to be outputtedby the display devices. In order to provide user-control for running thegame there are several user input devices (called “user stations”), onefor each user and his/her individual input. These input devices havebasically the normal design of game controllers, i.e. they have buttons,sticks, sliders and the like which are to be pressed or moved by therespective user. In addition the device can also contain other inputmethods like audio inputs (e.g. microphones), tactile inputs (e.g.touchpad, touch-sensitive devices), video cameras for recording normallight, infrared or other light sources, also detecting motion by theuser to record gestures or other motions or keyboards of any design.This means that each input device generates input data depending on theindividual input of the respective user, the input data being sent tothe computer for controlling the game, in particular for controlling thebehavior of the user's avatar (personal game character) during therunning game. Thus each user can participate to the game byinteractively controlling his/her avatar or an associated object, like acar, a motorbike etc. However, it would be desirable to have also aconjointly control of the same object by two or more users during arunning game.

In other words: In classical interactive game applications theindividual players just can control their personal avatars and may thenget individual feedback onscreen and/or via sound, gamepad vibrationetc. Applications that allow huge groups to interact together need acompletely different concept of control and feedback to satisfy userswith an enjoyable experience. At present the known video gaming systemsdo not provide a conjointly control of the same object by two or moreusers during a running game. In particular there are no systems ormethod for providing control input data for a conjointly multi-usercontrol of a certain object, such as an avatar or a group of gamecharacters being displayed in video game motion pictures.

SUMMARY

According to a first aspect of the present invention there is provided amulti-user computer-controlled video gaming system, the systemcomprising:

-   -   at least one display device for displaying video game motion        pictures to an audience of at least two users;    -   a plurality of user input devices, at least one for each user,        providing user input data to the computer-controlled video        gaming system;    -   a processing unit receiving and processing the user input data        from the plurality of input devices to generate control input        data for a conjointly control of at least one object being        displayed in the video game motion pictures;    -   at least one computing device executing a game software        application controlled by said control input data for providing        output to the display device to display the video game motion        pictures with said at least one conjointly controlled object.

Further to this and in correspondence with said system a method ofpreparing input data for running a game on a multi-usercomputer-controlled video gaming system is provided, the methodcomprising the steps of:

-   -   providing user input data which are generated by the plurality        of user input devices;    -   receiving and processing the user input data by the processing        unit to generate control input data for a conjointly control of        at least one object to be displayed in video game motion        pictures.

Thus a video game (or any other software application) can be conjointlycontrolled by said control input data.

In particular the present invention proposes a solution for conjointlycontrol of one or more objects in a video game by processing theindividual users input data coming from a plurality of input devices,such as gamepads, to generate control input data which represent datafor a conjointly control of said object(s) to be displayed in video gamemotion pictures.

The present invention is also applicable to any user-controllablesoftware application providing outputs to users such as video and/oraudio outputs or even electro-mechanical outputs such as vibration ofuser devices etc. In particular the present invention allows to runsoftware applications in the field of group gaming taking into accounteven hundreds of users' inputs. Since the many individual inputs arecompressed to a few (one or some) control input data which can beprocessed by the application, the invention can preferably applied toconjointly control one or more certain objects/element of a video game.An example of interactive application is the conjointly control of asingle avatar or a certain group of avatars in a game by many playerssimultaneously.

According to another aspect of the present invention the at least onecomputing device executes the game software application according tosaid control input data being provided by the processing unit.Preferably the user input devices comprise input sensor means, inparticular for detecting tactile, video and/or audio inputs likebuttons, sticks and sliders, microphones, touchpads, gestures and thelike, to generate the user input data for each user as raw datarepresenting his or her individual input. The processing unit may thenprocess these user input data to generate the control input data by atleast one of the following operations:

-   -   filtering and/or compressing the user input data, in particular        by matching the user input data against at least one pattern;    -   weighting the user input data, in particular by applying a        weighting function to at least one of the user input data;    -   adding meta data to the control input data, in particular adding        data about the number of registered and/or active user input        devices;    -   processing the user input data according to pre-defined rules        and/or rules being modified by said at least one computing        device executing the game software application.

It is to be understood that the invention is not restricted to videogames, but can be applied to any computer-based application forproviding entertainment or information to a plurality of users. Based onthe needs of the application the incoming user input data is sorted,filtered and compressed to transfer a processed control input data tothe actual application.

Further to this the system can comprise at least one data link forsending feedback data from the at least one computing device to theprocessing unit. Preferably the at least one computing device providessuch feedback data that contain information and/or commands forinstructing the processing unit to execute said at least one operation,in particular provides feedback data containing information about saidpre-defined rules and/or about modification of said rules. As theapplication is interactive a constant stream of user input is enteringthe system. By providing feedback to the processing unit the applicationcan dynamically update and/or modify the way of how the raw input dataare processed.

In preferred embodiments of the invention the at least one computingdevice is realized by a workstation or a game server the processing unitis realized as an external or internal part of said workstation orserver.

BRIEF DESCRIPTION OF THE DRAWINGS

Further features and advantages of the present invention, as well as thestructure and operation of various illustrative embodiments of thepresent invention, are described in more detail below with reference tothe accompanying schematic drawings, wherein:

FIG. 1 shows the architecture of a multi-user computer-controlled videogaming system of the present invention.

FIG. 2 schematically illustrates the steps of a method for preparinginput data for running a game on the multi-user computer-controlledvideo gaming system of FIG. 1.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

The present invention relates to a multi-user computer-controlled videogaming system and allows a software entertainment application to givetwo or more users, even hundreds of users, the conjointly control overone or more objects, such as avatars or game characters. The way theinput data is processed, i.e. filtered and/or compressed, is dependingon the actual application.

In FIG. 1 there is shown a multi-user computer-controlled video gamingsystem which can be installed in a theater. The system comprises atleast one display device being represented by a large screen D on whichvideo game motion pictures are projected and to be shown to an audienceof two or more users. The system further comprises at least onecomputing device which is represented here by a workstation WS executinga game software application and providing output OUT (video/audiosignal) to the display device D. Accordingly video game motion pictureswith at least one conjointly controlled object such an avatar A isdisplayed. The behavior of said avatar A is conjointly controlled bycontrol input data IN* which are derived from evaluating the individualuser input data IN coming from a plurality of user input devices GPwhich are located at the user seats of the theater.

In order to gain said control input data IN* and thus to allow aconjointly control of a certain object, such as the avatar A on screenD, the system comprises a processing unit PU to which the gamepadcontrollers GP are connected. The processing unit PU can be an integralpart of the workstation, but in the embodiment shown in FIG. 1 theprocessing unit PU is realized by a separate unit being installed apartfrom but being connected with said workstation WS, e.g. by a local areanetwork.

The processing unit PU receives the individual user input data IN whichare just raw data and continuously processes these data to generatecontrol data IN* for a conjointly control of said avatar A. Apparentlythe application, i.e. the game software running on workstation WS, needsreadable control data (instructions or commands) like “avatar movesforward”, but the raw data IN coming from the users do not provide suchdiscreet commands and are very voluminous. To overcome this problem, theinvention generates discreet control input data IN* by processing theincoming user input data IN in such a way that the application caneasily handle these data IN* and interpret/understand the commandsthereof. This counts for all input methods mentioned. Since the controldata IN* are derived from many individual user input data, these dataIN* reflect the shared and joint will of the users being involved. (Themethod of preparing the input data will be described below in moredetail and by reference to FIG. 2.)

As shown in FIG. 1 the system further comprises a feedback data linkbetween the workstation WS and the processing unit PU. This link is usedto modify and/or adapt the processing of the input data IN to thecurrent needs of the running application. This preparation andprocessing of the user input data IN can be flexible and may react onthe actual needs of the system. (This will also be described in moredetail further below.)

What can also be seen from the FIG. 1 is that the system can easilyhandle user input data from one or more groups of users separately. Thusa first group of users can collectively control their avatar, i.e. theavatar of the first group, whereas a second group can collectivelycontrol a different avatar being the avatar of this second group. Thegroups can also use different input methods which are processedindependently from each other if necessary. This solution is veryattractive for running game competitions between two or more groups.Many other scenarios can be realized by the present invention. This willbecome also apparent from the following description of a method ofpreparing input data in the multi-user controlled gaming system of FIG.1.

The FIG. 2 schematically illustrates the steps of said method whichprovides a dynamic feedback loop for jointly controlling at one certainobject, such as an avatar, within a running video game:

The software application which runs on the workstation WS (also seeFIG. 1) may send a request to the system on what data is valid at anycurrent time. The system, in particular the processing unit PU (also seeFIG. 1), then processes the input data IN, by e.g. filtering valid inputdata from invalid and by compressing the valid information from theusers to a discreet command represented by control data IN*. These dataIN* can further contain additional metadata like (e.g. how many userswere involved in valid/invalid data, which input device was used etc.).These data IN* are then transferred to the actual application.

A key issue is to provide satisfaction to the users to make them feel of“having the control” of the application. As no single user is actuallycontrolling the avatar (or other application objects/elements) alone theimpression always arises that he/she has no real impact on theapplication. This problem can be solved by several processing methodsdescribed below.

Description of Processing Methods:

In basic terms a user P uses his/her input device GP to react on anypresentation of video data on the screen. Consequently individual inputdata IN of every single user are sent to the processing unit PU. Anydifferent input methods can be processed in a specific processing methodsimultaneously. This unit can be any software and/or hardware that canprocess the user input data of many users (e.g. a software function inthe application or a stand alone server). The processed data will besent as control data IN* to the application.

The processing unit PU is based on different components. Thesecomponents describe which input is processed how and when. The incominginput data IN will be processed in several steps (see list of possiblepatterns below) such as different patterns are applied onto the data INaccording to the components and underlying logic. The order of theprocess steps is not necessary the order of the listed components. Thefinal processed data is the data that was computed through allapplicable patterns.

I) Pattern Matching:

All incoming data IN is matched against a pattern. A pattern can byanything that the user can do with an input device GP. A pattern maycover very simple states like pressing a button/key but can also coverextremely complex action (e.g. move stick up, press a key, move stickdown, press a button and move up again—or much more complex inputcombinations). Some patterns need to be matched within a specifictimeframe whereas other patterns may have no time limit.

-   -   a) Match one pattern:        -   All incoming input data IN from every user P is compared to            one single pattern. The result can be a “done” or “not done”            or a value that indicates how good the pattern was matched.    -   b) Match multiple patterns:        -   The incoming data is compared to several patterns. The            result can be a chart that indicates that each pattern was            matched and/or how good it was matched.    -   c) No given pattern:        -   In that case the incoming data is used “as is” and will not            be processed, e.g. the input data IN are transferred as raw            data to the application.

II) Weighting of Input:

For some reason it might be desirable to adjust how much influence agiven user input has. For this a function takes the input data andtransfers the weighted data to the application. This function can be anysoftware and/or hardware that changes the intensity of influence ofsingle user inputs or of any group size of users. Basically the functionscales up and down the values of a user input. The kind of weighting isbased upon the pattern the application requests.

-   -   a) Weight complete inputs:        -   All user inputs IN are changed by the weighting function.            The processed data is the result of the function.    -   b) Partially weight inputs:        -   Only some of the users' inputs (part of IN) are changed by            the weighting function while the rest is not affected. The            users can be separated into any number of groups or            subgroups with a different weighting each.    -   c) Not weighting:        -   In that case the input data IN are not changed at all in            terms of its weighting.

III) Sending Processed Data:

Finally the processed data, i.e. the control data IN*, are sent to theapplication. The exact time when data will be sent can depend on how theapplication manages the incoming control data IN*.

-   -   a) In fixed time steps:        -   The processed data is sent to the application isochronously.    -   b) At any time:        -   Always when an input IN is coming from a user P it is            processed and will be sent instantly to the application.    -   c) Upon request:        -   The processing unit calculates all incoming data            continuously. It changes internally the data with the last            updated input to keep the processed data at the latest            state. At any time the application can send a request to the            processing unit. Then the processing unit sends the            requested data back.    -   d) Upon change:        -   Processed data will only be sent if a change of data            occurred. The application than assumes that the processed            data is the same every time until a new data input IN* is            coming in.

IV) Sending Metadata (First Embodiment):

-   -   The processing unit PU can also provide the application with        more data than only the pure control data. Further data which        not necessarily needed to calculate the correct behavior of the        application, in particular the avatar, is referred as metadata.        The metadata can comprise for instance the number of registered        input devices, what input devices are used, the number of active        users and further more. For example, since the unprocessed data        IN of every single device is not needed for the application in        many cases (the application uses the data IN* for all internal        computations), this is referred as metadata, as it is        complementary information.        -   a) Send always:            -   The metadata is sent every time along with the processed                data (control data IN*).        -   b) Send on request:            -   The metadata only is send if the application is                requesting it.        -   c) Timebased:            -   The metadata is sent every x seconds to the application.

V) Sending Metadata (Second Embodiment):

-   -   Sending metadata can be done in several selective ways to save        bandwidth and computation power. All metadata sent will be        compressed independent of its processed status.    -   a) Send all:        -   All metadata is sent along with the processed data.    -   b) Send partially:        -   The application decides which metadata needs to be sent.            (see VI) below for more details). For example a template            defines the amount of sent data.    -   c) Send nothing:        -   No metadata are sent; only the processed data are            transferred.

VI) Defining Processing Rules:

To further enhance the compressing and filtering the processing unit PUmay decide on given rules how the input data needs to be processed andwhich metadata needs to be sent. There are several possibilities todefine these rules.

-   -   a) Definition by default:        -   The rules are defined in a list that is known by both the            processing unit and the application. Whenever there are no            special rules defined the default rules will be used.    -   b) Definition by template:        -   Several lists that contain the rules are predefined as            so-called templates. The application or the processing unit            PU may choose from one template and indicate the other            unit/application which list is chosen. According to this the            data will be processed and the application knows which data            is currently sent.    -   c) Definition on the fly:        -   A current list of rules can be adjusted while running the            application by informing the processing unit (or vise versa)            that an existing rule shall be deleted/adjusted or by            creating a new rule.

The above mentioned elements are options/components which areindependent from each other and their properties can be combinedarbitrary. For illustration purpose the following examples are given:

-   -   Timed processed input:        -   To specify the system such that the users must input a            specific command within a timeframe the components from            options Ia), IIc), IIIa), IVa), Va) and VIa) can be choosen.    -   Timesliced processed input:        -   If the game application shall have the current processed            user data at a specific time the components from options            Ic), IIc), IIIc), IVb), Va) and VIa) can be choosen.    -   Weighted processed input:        -   If different experienced or skilled users/players are            involved during the running application the components from            options Ic), IIa), IIIa), IVa), Va) and VIa) could be used.            With the appropriate weighting function the more experienced            users can get more influence on decisions.    -   Vote based input:        -   If the system shall also have the function of an electronic            voting machine the components from options Ib), IIc), IIIa),            IVa), Va) and VIa) can be choosen.

In the following reference is made again to FIG. 1 for furtherdescribing the compression and filtering of multiple user inputs:

i) First the users or players P use the input devices to produceindividual control inputs. These input data IN are then transferred asraw data to the data processing unit PU.ii) The processing unit PU then processes and transforms the raw datainto compressed data (control input data IN*) according to current ruleswhich are defined by the game application. The processing unit can be aseparate device (e.g. a PC), but can also be a specific applicationrunning on the workstation WS or just a part of the actual applicationrunning as a subroutine.iii) The workstation WS running the actual application gets theprocessed input data IN*. The application changes its current statebased on the input data. Any change in the requirements for future inputdata is transferred back to the processing unit PU by sendingcorresponding feedback data FB.iv) The workstation WS then sends according to the new application statethe output OUT to the display devices, like video screens and/or audioequipment, and optionally to other output devices such aselectro-mechanical devices to produce gamepad vibrations the like. Hencethe users see, hear and optionally feel the output as a result of theconjointly controlled action and can react on it again. In addition tothe output that is shared by all users (for example the big videoscreen) some output can be personalized (for example the vibrationsfeedback).

With respect to FIG. 2 the shown Dynamic Feedback Loop will now bedescribed in further details:

A preferred use but not the only use of the present system can enhancetheater or cinema gaming. In particular the feedback of the usersplaying a game shall be evaluated for constantly changing the progressof the game, wherein the changes shall, inter alia, be based onpre-defined game rules and on the processed user's inputs to get aconjointly control of the game. The high interactivity can mainly bebased on the three following elements:

-   -   I.) The game's logic defines the gameplay and adjusts the        quantity and/or quality of the inputs the users provide.    -   II.) The combined effort of all users defines how well the group        of users is performing.    -   III.) The overall performance of the users as a group is defined        by each individual player. Each user is also able to influence        the other users directly by communicating to them and indirectly        by creating his input data.

Since at least the third element is special for interactive applicationslike video games that are played by a huge group (or at least twousers), there are special methods needed to provide users with thoseexperiences that they will expect from a normal video game (orinteractive application).

In particular each user expects a feeling of “having the control” of therunning game (or application). For providing this feeling a dynamicfeedback loop function may display to all users the current choices (orvotes) of all users. Thus every user can instantly see if his/herindividual input is in line with the most of the other inputs or not,taking into account all input methods used (be it via tactile, acoustic,visual or other methods). Before the application will let avataractually react each user can see onscreen what most of the users havechosen for the next action. In view of this “open voting” each user canreflect about his/her individual input and may overrule it. Thus theusers' reactions are based on the application (displaying the currentvideo scene) and on the choice of the other users (open voting). Theamount of votes can change constantly (depending on the user'sreaction). Thus the decision making is a highly dynamic processinfluenced by everyone. The application can decide by situation or timewhen the avatar actually shall react. The present system allows hundredsof users to feel that they are part of the action and have realinfluence on the application's progress.

In addition to the onscreen feedback the users are encouraged tocommunicate directly to each others, too. This increases the groupfeeling with the help of the onscreen feedback. The users not onlyinteract with the application, but also with the whole group of users.

The described invention is not restricted to video gaming, but can beapplied to any software application which is running on multi-usercomputer-controlled system which comprises:

-   -   at least one output device for providing output, in particular        video and/or audio output, to an audience of at least two users;    -   a plurality of user input devices, at least one for each user,        providing user input data to the computer-controlled system;    -   a processing unit receiving and processing the user input data        from the plurality of input devices (GP) to generate control        input data for a conjointly control of at least one object or        element being part of the output of the running software        application;    -   at least one computing device executing the software application        controlled by said control input data for providing said output        containing said at least one conjointly controlled object.

1. A multi-user computer-controlled video gaming system, the systemcomprising: at least one display device (D) for displaying video gamemotion pictures to an audience of at least two users (P); a plurality ofuser input devices (GP), at least one for each user (P), providing userinput data (IN) to the computer-controlled video gaming system; aprocessing unit (PU) receiving and processing the user input data (IN)from the plurality of input devices (GP) to generate control input data(IN*) for a conjointly control of at least one object (A) beingdisplayed in the video game motion pictures; at least one computingdevice (WS) executing a game software application controlled by saidcontrol input data (IN*) for providing output (OUT) to the displaydevice (D) to display the video game motion pictures with said at leastone conjointly controlled object (A).
 2. The multi-usercomputer-controlled video gaming system of claim 1, wherein the userinput devices (GP) comprise input sensor means, in particular sensormeans like microphones for detecting audio input and/or sensor meanslike buttons, sliders or keyboards for detecting tactile input, and/orsensor means like recorded camera data to generate the user input data(IN) for each user (P) as raw data representing his or her individualinput.
 3. The multi-user computer-controlled video gaming system ofclaim 1, wherein the at least one conjointly controlled object is asingle game character, in particular an avatar (A), or a group of gamecharacters and wherein the at least one computing device (WS) executesthe game software application under control of said control input data(IN*) being provided by the processing unit (PU).
 4. The multi-usercomputer-controlled video gaming system of claim 3, wherein the userinput devices (GP) comprise input sensor means, in particular sensormeans like microphones for detecting audio input and/or sensor meanslike buttons, sliders or keyboards for detecting tactile input, and/orsensor means like recorded camera data to generate the user input data(IN) for each user (P) as raw data representing his or her individualinput.
 5. The multi-user computer-controlled video gaming system ofclaim 1, wherein the processing unit (PU) processes the user input data(IN) received from the plurality of user input devices (GP) to generatethe control input data (IN*) by at least one of the followingoperations: filtering and/or compressing the user input data (IN), inparticular by matching the user input data (IN) against at least onepattern; weighting the user input data (IN), in particular by applying aweighting function to at least one of the user input data (IN); addingmeta data to the control input data (IN*), in particular meta datacomprising information about the number of registered and/or active userinput devices (GP); processing the user input data (IN) according topre-defined rules and/or rules being modified by said at least onecomputing device (WS) executing the game software application.
 6. Themulti-user computer-controlled video gaming system of claim 5, whereinthe at least one computing device (WS) provides feedback data (FB) whichcontain information and/or commands for instructing the processing unit(PU) to execute said at least one operation, in particular providesfeedback data (FB) containing information about said pre-defined rulesand/or about modifications of said rules.
 7. The multi-usercomputer-controlled video gaming system of claim 1, wherein the systemcomprises at least one data link for sending feedback data (FB) from theat least one computing device (WS) to the processing unit (PU).
 8. Themulti-user computer-controlled video gaming system of claim 7, whereinthe at least one computing device (WS) provides feedback data (FB) whichcontain information and/or commands for instructing the processing unit(PU) to execute said at least one operation, in particular providesfeedback data (FB) containing information about said pre-defined rulesand/or about modifications of said rules.
 9. The multi-usercomputer-controlled video gaming system of claim 1, wherein the at leastone computing device (WS) is realized by a workstation or game serverand wherein the processing unit (PU) is realized as an external orinternal part of said workstation.
 10. A multi-user computer-controlledsystem for running a software application, in particular a video game,the system comprising: at least one output device for providing output,in particular video and/or audio output, to an audience of at least twousers; a plurality of user input devices, at least one for each user,providing user input data to the computer-controlled system; aprocessing unit receiving and processing the user input data from theplurality of input devices (GP) to generate control input data for aconjointly control of at least one object or element being part of theoutput of the running software application; at least one computingdevice executing the software application controlled by said controlinput data for providing said output containing said at least oneconjointly controlled object.
 11. A method of preparing input data forrunning a game in a multi-user computer-controlled video gaming system,the system comprising at least one display device (D), a plurality ofuser input devices (GP), a processing unit (PU) and at least onecomputing device (WS) executing a game software application, the methodcomprising the steps of: providing user input data (IN) which aregenerated by the plurality of user input devices (GP); receiving andprocessing the user input data (IN) by the processing unit (PU) togenerate control input data (IN*) for a conjointly control of at leastone object (A) to be displayed in video game motion pictures.
 12. Amethod of controlling a video game running on a multi-usercomputer-controlled video gaming system, the system comprising at leastone display device (D), a plurality of user input devices (GP), aprocessing unit (PU) and at least one computing device (WS) executing agame software application, the method comprising the steps of: providinguser input data (IN) which are generated by the plurality of user inputdevices (GP); receiving and processing the user input data (IN) by theprocessing unit (PU) to generate control input data (IN*) for aconjointly control of at least one object (A) to be displayed in videogame motion pictures. conjointly controlling by said control input data(IN*) the at least one computing device (WS) for executing the gamesoftware application and for providing output (OUT) to the displaydevice (D) to display the video game motion pictures with said at leastone conjointly controlled object (A).